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The dumbgeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #11 | 3.966 | 3.966 |
Overall | #24 | 3.276 | 3.276 |
Aesthetics | #28 | 3.414 | 3.414 |
Gameplay | #28 | 3.034 | 3.034 |
Sound | #43 | 2.690 | 2.690 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
All around great art and concept. Needs some polish and balance changes. Great work.
EDIT: RIP my ears that music is a bit too loud
Yes, i just didn't have time to add options menu and of course it needs some balancing
Such is the way of the game jam :)
Pretty solid base to work through with a variety of levels and enemies but the core it's there. The gameplay concept it's really easy and enjoyable. An infinite runner top-down 2D Pixel art, good theme!
Thanks for playing the game. I I'm glad you liked it
I would honestly buy this on mobile if it where fully developed. There are three things that I think would improve the game.
1 - The knight needs some sort of invincibility after getting hit by an enemy, I went very far on 3 hearts but was then cornered by quite a few enemies and then bam all hearts gone at once.
2 - Your environment should change as well, if the player gets far enough, rewarding them with a new environment like a cobblestone section of the dungeon for example, would help make it not only better visually but help the addiction factor of the game.
3 - Rewarding the player for encounters, if you where to give coins for a defeated enemy and then allowed you to teleport items that can be purchased from a store to in front of the knight it would improve the game. Even having a random chest or item drop tied to specific enemies or bosses would help with making the encounters worth it.
Thanks for a great ideas, they are really clever. I was also thinking on developing the game further and if I do, I'll probably do these things. But in jam time the are probably impossible to make
I like ideas like this where the main character is controlled by the AI and it's your job to influence them correctly. Getting that working on top of a randomly generated rouge like is ambitious, so great job having the game loop come together! In the end though, I think the gameplay feels a bit shallow, to be honest there wasn't much to the actual decision making, I'd always teleport to a chest if I saw one and the first one had the rare sword so once I equipped that I didn't really use other chests besides for heals. The weapon also seemed kind of trivial since I'd always just teleport past enemies, and the teleportation bar didn't matter either since I never came close to running out. The music also doesn't seem to loop, but that should be an easy fix haha. Overall though this is one of those games that has a lot of potential if you continue to flesh it out more, nice work!
Thanks for the long and honest feedback. So the thing is that if you teleport past enemies, you'll probably not have too much fun plus then you'll not get high scores because the stringer enemies you kill, the higher score bonus you get.(you can get up to 60 points just for killing one enemy). I should have probably removed the moving score overall. And yeah, I just messed up with music because of hurrying
This is a really fun game! Such a unique concept and excellent design. The aesthetics work well together to create a game that is honestly fantastic. This will be a great mobile game if you decide to develop it further. I'm really interested to see where this project goes. One thing I will say, and this is honestly not even that big of a deal, but I wish the camera scrolled a little faster sometimes. When I am at the top of the screen I sometimes get hit by things I cant see, but that could be solved with patience too, so its certainly not a deal breaker by any means.
Yes, everyone is making that point with the camera and i completely agree. I was just hurrying to finish the game and didn't have any ideas how to fix it
Very fun and very well done!
Thanks for the feedback, glad you liked it
Amazing idea, I love rougelikes and thisone is amazing, Camera should be centered on knight but overall great game.
Yes, thats a really good point. Thanks for playing my game
good game, will really work well on mobile.
Thanks for the feedback. I was making this game for mobile from the beginning
Really nice game, would love to have it into a mobile game, think this would fit perfectly and would be really good to pass some time in the bathroom haha.
I just think that the camera could go more in front of the knight, sometimes you get hitted by a arrow and don't even see who shoot.
But overall, a really fun game, keep up the good work, congrats!
Yes I have also noticed the camera, but couldn't think of how to fix it, because if it just scrolls earlier, you would have less space to fight. And yes, I was developing this as a mobile game from the beginning. Thanks for the feedback
Cool art and novel concept! The music stopped didn't loop and I definitely thought the bow was way more useful than the blade weapons. It might also be cool to see more dangerous environments, not only enemies so that you have to be more careful about where you move your character. Nice job! :)
I have no idea how I missed the music not looping... And I always thought about this game as fighting game, but probably calmer dungeons with obstacles would be nice too. Thanks for the feedback
Love the art work and the upgrades! Just wished the camera would move up smoothly, besides that great work! Would appreciate it if you checked out my game too :)
Yes, firstly camera moved smoothly, but then I encountered a game breaking bug, and didn't have time to fix it, so just made it work as it is now. Thanks for the feedback
Very unique concept! I like the idea that the night is really dumb and you the player must guide him. An interesting take on the cliche hero trope. Also the title is so funny!
But I conquer with the other reviews that the weapons didn't feel very useful. The chest descriptions mentioned their attack stats but aside from the tri-shot arrow I didn't see any visual evidence of how they worked. Maybe in the future, a second mechanic like an "attack" spirit that periodically tells the knight to swing? Or maybe the knight is so dumb that he runs in wildly swinging his sword back and forth without aiming so when he's right in front of the enemy, he might hit them? :)
Also, I noticed that after playing for a few minutes, the music would cut out and I'd have to refresh the page to hear it again. Maybe consider endlessly looping the music? Unless it is looped already in which case it could totally just be a technical glitch on my end.
Other than that, it's great! Nice aesthetic, great attention to detail and the music also really fits the mood!
Well done.
- Sasha
Ok so now I understood what exactly is wrong with melee weapons, the animation that shows that you attack is too small. Actually melee weapons attack at some interval and damage enemies in front of you. I should have made the animation more visible. Also for the music, I have no idea how I missed that. Probably hurried too much to finish the game in time. Thanks for the long and honest feedback and helping me improve
Really good aesthetics. I think gameplay-wise you would benefit by adding some more elements to give the player more agency on how the simulation plays out.
What exactly did you mean? Showing the path where the player is going to go? That's also quite a nice idea actually, but would be hard to make it look good
I might have gotten things really wrong, so take this with a grain of salt. But the player can teleport the knight away from damage, and into treaures right? Is there anything else i missed?
I didn't find much use of the weapons, other than the 3 shot arrow. In other words, if I want to make sure I get enough points and survive longer, then I wouldn't include swords or even daggers in the game since I would be an easy target for the enemies. Plus, I can't move around and attack freely on my own, since it's an auto-runner.
About the teleportation: During my play through, and for almost two minutes or so, I didn't even need to use it to escape enemies or loot from chests. Which is kind of a problem, when it seems that your main mechanic is to teleport around the game (if I'm understanding this correctly). Until I come across a wall blocking the path, and teleport through it, my player model gets stuck and I have to teleport again.
One thing I found annoying was I had to scroll down a few times, to make sure my meter didn't go down too much.
Lastly, I'm not sure why the music wasn't set on a loop. It felt awkward just playing through the game when the only source of audio was a one minute track.
One a more positive note, the artwork (characters and environment) does look nice. And even though it wasn't set on a loop, I did enjoy the music.
Keep up the good work though!
Thanks so much for such a honest and long feedback. I have added some melee weapons to support more interesting playstyles with a high risk high reward system, because you kill enemies with melee weapons faster.
Also for the thing that you can just play the game doing nothing, if you do so, you'll get much lower score, because killing enemies gives you much higher score than just moving, but if I develop the game more, I 'll probably add some kind of traps on the ground so you have to teleport through them.
I have no idea how I didn't notice that music doesn't loop. Which platform where you playing on? Thanks again for taking the effort and helping others improve
Some sort of traps, like platforms or tiles marked on the ground that set off spikes or spears, would be great for this.
I played this on a browser (Firefox), on my computer. Maybe if I played it on my phone or use Chrome, then the music would still be playing? If that's the case then I'm not sure why that issue exists.
Fun game, very cool idea. I think the main thing I would say is to center the character more. Other than that great game though!
Yes, thats a very good suggestion, the only problem is that if you are at the middle of the screen and camera starts to move, you lose some of the combat space
Nice art, coherent with the theme, weird but justified screen size, congrats to the team !
Thanks for the comment. At the first stages I made the screen normal, landscape, but then it was really hard to play, because it was not enough space to fight, so I made it portrait, and also this is meant to be mobile game, and I didn't want to redo all the levels
Really Nice, enjoyed the Gameplay.
Thanks for the comment and for sharing your score. And I think it's quite decent(mine is 1345) also those enemies are quite tough
Good game, loved everything.
Thanks so much for the feedback and for playing the game
Fun game. Nice and simple and teleporting is the main mechanic. I liked the variety in enemies and the boss as well.
If there's one critique I would say maybe keep the character closer to the center of the screen rather near the top. There were a lot of times where enemies would run in from off-screen and hit me and there's little time to react when you're so close to the top of the screen.
But besides that cool game. Good job!
That's a really good point, but then the problem is that you get just half of the screen to fight before the screen starts to scroll and that makes fighting much harder. Thanks for the feedback
Pretty cool concept, the weapon pickups are rather unique and shows a lot of attention to detail.
Thanks for the nice feedback. I'm glad you liked it